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Rules5 min read

How to find the okey: the indicator, the 13 and examples

Turn the indicator, go one step up: that's the okey. The rule fits in a line — it's the 13, the false okey and the indicator's twin that tables argue about.

  • Okey
  • 101 Okey

The rule in one line

Once the tiles are dealt, one tile is turned face up: the indicator. The okey is the tile in the same colour, one number higher. Same colour, number plus one — that's the whole calculation. Looking for the okey? The indicator is the only place you need to look.

Every tile comes in two copies, so there are two okeys, and both are wild — the okey is the game's joker, standing in for any tile you like in a set or a run. The indicator stays face up for the whole hand. Each hand turns a new one, so the okey changes every hand too: last hand's okey is an ordinary tile this time.

Examples: indicator → okey

IndicatorOkeyFalse okey this hand
Red 5Red 6Plays as a red 6
Yellow 9Yellow 10Plays as a yellow 10
Black 12Black 13Plays as a black 13
Blue 13Blue 1Plays as a blue 1
False okeyNone — it can't be the indicatorAnother tile is turned instead
The okey for each indicator, and what the false okey plays as that hand

The first three rows are straightforward: add one. The fourth is the one that starts arguments, and the last is rare but it does happen. Both get their own section below.

Why the okey after a 13 is a 1

The tiles run from 1 to 13 — there's no 14. When the indicator is a 13, the count wraps round like a clock and the okey is the 1 of the same colour: a blue 13 indicator makes both blue 1s wild. It looks like an edge case, but it can turn up in any hand, so it's worth knowing cold.

That wrap-around is only for finding the okey. Where the 1 sits in a run is a separate rule, and it depends on the format: under the common rules, classic Okey allows 12-13-1, while in 101 the 1 can only start a run (1-2-3). 13-1-2 doesn't work in either.

The false okey: not wild, just a stand-in

The false okey is the tile with a symbol instead of a number; a standard tile set has two. It isn't wild: it only takes the place of that hand's okey. If the okey is the red 6, a false okey is simply a red 6. It can sit in a red 4-5-6 run or a set of 6s as the red 6 and nowhere else, and in 101 it counts as 6 towards your opening total.

A handy way to think about it: once both red 6s are wild, there's no ordinary red 6 left among the tiles, and the false okey fills that gap. That's why its value moves with the okey — the tile that's a red 6 this hand might be a blue 2 the next. In Rummikub the two matching tiles are plain jokers; the full story is in Okey vs Rummikub.

The usual mix-ups

  • The okey isn't the indicator. It's the one above: a yellow 9 indicator makes the yellow 10 the okey.
  • The colour doesn't change. With a yellow 9 showing, the 10s in other colours are ordinary tiles; only the two yellow 10s are wild.
  • The indicator's twin isn't the okey. The tile matching the indicator — same colour, same number — is an ordinary tile. Classic Okey has a separate move built around it: showing the indicator.
  • There's more than one okey. Both copies are wild, and you can end up holding both.
  • The false okey can't go just anywhere. If the okey is the red 6, you can't play the false okey as a blue 3 — it's a red 6 and nothing else.

At Masabaşı, the screen does the sums

With real tiles, the sums are on you. At Masabaşı you can leave them to the screen: the okey's colour and number are shown above the table, and the real okeys in your rack are highlighted. A false okey shows up in your rack wearing the okey's face — its colour and number — with a small mark in the corner that tells it apart from the real thing.

The host picks how many false okeys are in play: 0, 1 or 2 (2 by default). The okey itself is always found the same way, and there are always two.

Okey guide: the tiles and the okeyThe whole game from deal to finish, with the tiles, the indicator and the okey in one section.
What's the okey if the indicator is a 13?

The 1 of the same colour. The tiles stop at 13, so the count wraps round.

How many okeys are there?

Two. Every tile comes in two copies, and both copies of the okey tile are wild.

Is the false okey wild?

No. It only stands in for that hand's okey: if the okey is the red 6, a false okey is a red 6.

What if a false okey is turned as the indicator?

It can't be the indicator, so another tile is turned and the okey is found from that one.

Games in this article

The Okey table is set — it's only missing you.

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